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Messages - Ryskeliini

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Released Mods / Re: [WEAPON] [WEAPON] Sir, the arms dealer has arrived.
« on: January 20, 2014, 03:27:31 pm »
sure, go ahead... they aint my sounds :p

You could always seek this place for example (theres plenty of places to find SFX sounds) ...and edit them for your liking on this site..

 i made little sound attachment for minigun sound. you can use it also if you like to.

Resources / Re: Scout drone [Needs ruleset]
« on: December 05, 2013, 07:10:47 pm »
i actually had trouble with everything :D ... i only managed to script it into "purchase" menu and nothing else.... every time it crashed :p

Released Mods / Re: [HWP] Scout Drone
« on: December 05, 2013, 07:08:19 pm »
Just came back from the long trip and tried this mod, very well done Arpia! Just tested it for couple quick matches and noticed, maybe its bit too overpowered?
By meaning overpowered, its quite fast drone (cos of the large amount of TUs) to spot aliens and thus causing them aliens getting killed straight away by agent from long distance... EVEN it was my idea to do so, maybe it was bad decision :P (just blame me for that)

i guess ill try to do some balances for that drone, maybe have same amount of TU's like the orginal tanks have (70 TUs if i remember right) or even less ( to 50 TUs)
Also increasing the price for the scout drone to... around 200 000 credits? ... (it has to be worth of 4 agents atleast :D )

Probably at current state, its quite easy for early game with this sccout, but at the later state...?... good? ..or too OP at then also?

But all 'n' all nicely done :) ...couldnt made it better back then... i think those "4-grid-spaces-needed" will be taken care of in the future. ..(and Research images)

well done, cu!

Resources / Scout drone [Needs ruleset]
« on: November 23, 2013, 12:00:58 pm »
After losing my hair on making ruleset for this, i just gave up couple weeks ago and got frustrated ... SO now ,instead having this graphics set lurking in my HD, i decided just share this for anyone who wants to try to make ruleset for this, if anyone willing to do, since my knowledge on code side is just, AAAHRG! D:

This pack should contain everything needed graphically and with sounds:

1. Battlescape sprites total of 75 images (used base sprite sheet from Civilian Male)
2. Ufopedia image
3. Battlescape BIGOB image (smoke popper)
4. Corpse image
5. Smokepopping sound

My intentions were to make this kind of ruleset for this:

- Costs 1/4 of Tanks price
- Smoke popper range would be limited to 1 square distance (so it would only be able to smokescreen itself and anyone near it)
- Small sized smoke screen (not huge like the smoke grenades smoke screen)
- Very vulnerable to get wrecked
- Have slightly more TUs than reqular tank? ... ( faster )
- No weaponery at all ,as it is just used for scouting and spotting aliens.
- Ufopaedia image to have Giftys Descrition:

An inexpensive and rudimentary UVS (unmanned vehicle system) often used in modern military conflicts to scout enemy positions or bomb sites. This X-Com model, courtesy of the US government, has been fitted expressly to quickly locate hostiles in a first-contact scenario, feeding real-time digital intel to the rest of the squad. The Scout Drone carries no weapons, but is capable of detonating a smoke pellet to hide itself or its squadmates.

Those are merely just suggestions, but you can do anything you want for it.
IF you use this in your mod or anyway, atleast give me credits for these graphs, this took a lot of time to create from scratch. (and of course Gifty too if you use his text) ;)

Enjoy! Have fun! :)


Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 28, 2013, 07:37:31 pm »
Yaay, nice one devs :) ... updated the frontpage ssrl.

..and yeah, those tanks have something very common with dune 2 harkonn..*cough*

might as well bring something about the drones... Currently all sprites finished (Ufopedia,battlescape,wreck,death ani.,smoke pellet.. etc etc.) now im converting them from bmp format to gif format, wich takes bit time.. and then ill start compile everything togeher and try to figure how i bring that into ocx at the coding side. :p

edit: oh and @shadow, medical droid will be 4-wheeled. just to have some variety. 

Resources / Re: Ryskeliinis sprites
« on: October 24, 2013, 11:00:56 am »
Sure, catch!

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 23, 2013, 01:41:32 pm »
Couldnt stop thinking this last night, so i made a small scetch of this one, little offtopic... :
 mini-MINI-mod for skirmish Battle mode, OXC-EPIC. Everything made in 1x1 sized grids :)

 Just think of it, 2x2 sized battleship flying around on a battlefield destroying cities, while armies of muton footsoldiers invading. XCOM Tanks rolling towards to encounter aliens and jets flying around the map ,hunting alien space ships... Huge "gojira" like Chryssalid stomping around, xcom jets ready to fire Avalance missiles at it and BOOM huge-minimalistic nuclear explosion on the map :D .... well i can always dream :> ... back to drones..

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 22, 2013, 07:48:39 pm »
@Gifty: Big thanks! really appreciate for writing that ufopedia text, looks more pro than i had in mind  ... ill add you to the credits once ill finish this up. Thanks again :)

About that SSRL, as mortiarty mentioned to make a ammunition to fill up the whole backpack, iv thought it too... but it would be plain silly :P
i thought i could write a irl "rule" to use that weapon... after 1 shot, player should drop it by itself to ground and leave it there, thus it would be left in there and be non recoverable after mission is over...of course dropping that weapon wouldnt cost any TU's ... but, that would be kinda stupid too.

Sure i could make small rockets for that weapon, but then i wouldnt want that it would discard the Xcom Rocket launcher for being cheaper and lightweight...

So we-be-still-pending-on-that :>

Taser is what it is, there is hit animation folder for it made with hit animation pics, soo anyone can try to code to make it look like it should be. For now, i cannot do much about the explosion ani.

@Hadan: it will be 1x1 ... small prew under .. and i also changes the color scheme to be more like the tanks are.

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 19, 2013, 07:17:42 pm »
ahh, quickly just stopping by.

Known problems on SSRL is taken care of and other things.

For now, im looking for (if anyone wants to help with good english) ufopedia for this. its basically a scout drone for early game, no guns or whatever... only able to pop small smoke screen.... Soo basically small spotting robot/drone... Prolly gets done in next week, missing some minor sprites still and clean up on that ufopedia screen.. and ( GAH!) coding of course...

soo, if you want to help out ,pls do :) ... of course you'll get credited for that then.

next will be i guess a medical robot (similiar as this, but healing ability [And lotta more expensive]) ... researchable after medikit and other stuff... but now i must leave.


Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 09, 2013, 05:28:04 pm »
Mercy, i uploaded new taser. i noticed that it replaced HW cannon and Auto cannon battlescape sprites with taser ones. Should work fine now.

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 08, 2013, 02:42:46 pm »
Sure, go ahead.

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 04, 2013, 01:18:38 pm »
Thanks all im glad that you like them  :)

Updated UFOpedias are now up, thanks Gifty & MKSheppard, better than those "engrish" ones.

About the messed colors in ufopedia, uhh yeah, im aware of those , i kinda cheated (OHH HOW COULD YOU!) at those images in here and photoshopped the real ones on them ... its has to be the
diffrend color palettes that battlescape and ufopedia colors use. I noticed the color error at very late when i had allready made inventory and battlescape sprites and really didnt want to change color palettes on those anymore. + i prefer some "coloristic" variation, not always black grayish, brownish guns as in the start every weapon is. Maybe there will be color palette fix someday?

Nevertheless, they are working right ingame?

To Cy-fox: No, i dont plan to add stun slug for weapons, even there is slugs irl like this.

... imo i think stunning aliens shouldnt get easy, and i think taser pistol is allready making it radically easy to capture aliens. For me it was always intense  to capture aliens with stunrod, and that way it was part of the fun :)

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:36:13 pm »
Heh :) ... oh and i forgot that taser imo should be researchable in early game, so it wouldnt "immediatly" discard the stunrod (Even tho stunrod is better) ... also thought some Stun rifle design ,but then again.. meh

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:33:06 pm »
And now for some issues... now , clearly these need some balancing to do so im open for balancing suggestions, please comment on that.

Secondly, requesting some help to those UFOPEDIA texts, i know they are pretty lame now and full of typos, so feel free to write better ones.

Taser and SSRL has some issues, and dont know can they be fixed anyway...

SSRL Currently has now infinite ammo since i didnt figure how it could behave like a... once used weapons then thrown away.. i tried to figure out some grenade behavior to it, but didnt have luck (since im REALLY poor at script/coding)

Taser is working quite well, even it needs some balancing. Problem is now that it uses Stun bombs animation (everytime you hit something, Explosion animation appears)
so i could need help on those if anyone wants to look up into rules :p ...

But anyways, have fun :) ... i sure didnt have fun against mutons with these weaponery.

Released Mods / Re: Sir, the arms dealer has arrived.
« on: October 03, 2013, 04:22:40 pm »

Updated UFOpedia to better one. ignore image text.

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